Hey guys! As you may have seen in the March Dev update, I'm going to be taking over many of the design and operations of Ashes moving forward. This should result in a lot more getting done in shorter times as now we'll have a designer specifically focusing on Ashes full time whereas Draginol has his hands full with many other projects and whatever else being a CEO involves.I have a pretty solid idea of what I have in mind moving forward, but I'd like to take suggestions for new features or quality life changes moving forward. This is separate to specific game play changes. There's been some fantastic features which I'd love but didn't think about until someone mentioned it. This is also to jot my memory of features I love in RTS games which Ashes would benefit from, or quality of life changes which I haven't been able to articulate.
I also would like to encourage you to take the conversation to the Ashes Discord channel where I'm quite active and will argue with people about design/balance. To get everyone in the loop (and to avoid everyone listing obvious things) below are the features I'd like to see implemented on top of what's already on the way such as replays, modding/workshop, T4 and naval. This doesn't mean to say they will all be implemented. It'll be a gradual process, some may not even be possible and there is always an opportunity cost for programmer time.
My Feature Wishlist:
Fully rebindable hotkeys
Every unit and action in the game should be have a bindable hotkey. Modifiers such able to mix ctrl + or Shift + should work to give more options.
Click to drag multiple structures
This is specifically a feature from Supreme Commander. Anyone that comes from Supcom will be disappointed it’s not here. When placing a new structure, holding down the click and dragging will queue up multiple of that structure in a line. This is mainly useful for when players want to build lines of defenses or Quantum Relays.
Building Templates
Another fantastic feature from Supreme Commander. This allows players to select a few structures and assign them to a template. The template can then later be recalled to drastically speed up the process of establishing base defenses.
Color Switches
In team games it can be confusing keeping track of all the different players. To make this process easier, especially for colorblind people, many prefer to remove the individual player colors in favour of one color (Green) for yourself, one color(Blue) for all allies and one color(Red) for all enemies.
Acquisition of allied assets when a player drops
Having a player quit or drop shouldn’t result in that team immediately having no chance to win The units and resources belonging to the player who drops should be shifted over to someone else. Perhaps the player with the slowest strength? An alternative is give the players assets to an AI, but that has its own issues such as difficulty levels.
Ranked 2v2
This is a difficult topic because adding another automatch queue type is going to split the small community and result in longer times to find opponents. A better solution would be to allow custom 2v2 to have a ranked mode, which then limits map options and map pools to the ranked mode but then stores results in a 2v2 ladder. Then there’s also the question of should 1v1 have this option too?
This is coming, there's already the UI setup for it in the 2.2 opt-in.
Live Streamer List
Have an interface in the main menu which highlights whenever a pre-listed community member is streaming Ashes, allowing more people to find their streams and interact with the community. The same could also be done for YouTube videos such as patch previews, shoutcasts or campaign let's plays.
Ashes, like almost every other RTS game, doesn't have the player base for automatch to only match similar skill level opponents in a short amount of time. However, a line has to be drawn somewhere; the top players in the community shouldn’t be matched up against brand new players, it doesn’t benefit anyone. Getting stomped by someone in a couple of minutes is very off putting and I think everyone would rather wait a bit longer to find an opponent then have such an extreme skill gap. There should be some limitations on matchmaking.
The current tutorial isn't very good; it's long, slow and boring and doesn’t even teach players that much. This is a problem for introducing new players to the game. I plan on making new, better tutorial/s which are more fun and engaging, but also teaches players more information for the multiplayer.
[Ashes Forums] Add a new section for posting replays.
This can be used for players asking for advice, pros showing off strategies or to give shoutcasters the most interesting and exciting replays to cast.
Play/resume skirmish while queuing for ranked (Is this even possible?)
Being able to play a skirmish vs AI would mitigate the boredom of waiting for a game which can sometime take a while. (Especially on my Australian timezone)
Multiple Ping types (low priority)
In order to improve communication and coordination in team games, having multiple ping types would help. Such as Green Ping for attack here, red ping for defend here, orange ping for attention here, purple for use orbital here, etc.
Army Formations (low priority, is this even possible?)
Given that armies is supposed to be a core and unique mechanic of Ashes, it provides almost no functionality and is often neglected. Customising formations would add a level of tactics without requiring fast paced micro from the player. The idea being that players could rotate certain unit types in and out of the front of the army to counter their opponent depending on what they are assaulting.
Whatever it is now
Places Frigates at the front to counter primarily Athena/Mauler armies without exposing your own cruisers
Places Cruisers forward to counter anti-frigate armies without exposing your frigates
Places Artemis/Destructor forward to snipe base defenses without your army running into turret fire
Multiplayer LAN (low priority)
Almost all RTS games over the past decade haven’t bothered with LAN support, so this allows Ashes to fill a unique niche.
Quality of Life
Fix getting stuck on camera lock without players being unsure how to remove it (follows a unit)
Prevent armies from forming with mouse click (Players should manually hit V)
Make swapping to team chat more intuitive (Shift + Enter for team chat)
Show rally point for factories
Show Quanta income
Button for reset default camera zoom and angle
Allow clicking out of the invite player panel in a lobby to close the invite panel
Enter prompt for lobby name and private/public when creating a lobby. (Default to “[steam name]’s game”)
Prevent artillery units from moving closer to target instead of utilising max range
Fix the left to right ordering of many of the menu options.
Add Load game into the in-game menu instead of having to back out into main menu
Given more features and options being added, there may need to be sub menus in the main menu such as Single player, Multiplayer.
Bug Fixes: (Not all are verified)
Kill Orbital can miss?
Vega has performance problems?
Cap bug, units ignores cap queues (shift click) on some maps such as Pulaski?
Substrate regeneration is broken?
Can’t target radar contacts from an ally's radar?
Sounds good. Among a few other things the most important features for me which are not in your list:
Looks like you covered most of the items at the top of my list (namely drag-to-build structures, making artillery-units sit still and fire at max range instead of rushing headlong into a base, etc). In general, armies not doing what they're told is one of the biggest liabilities of the system which is unfortunate since I really like the reinforcement mechanic.
One thing I would add to the bug fix list is this attack move bug that I've been occasionally griping about since the original Ashes beta a year ago:
https://steamcommunity.com/app/228880/discussions/4/412448792356586875/
As shown in the thread, someone with a developer tag (at the time) reproduced it and supposedly added it to the hit-list but nothing ever came of it. Not a gamebreaker but it's easy to do accidentally and it's 'very' annoying when you're trying to scramble in a large fight.
I would like to see a building queue on engineers like Supreme Commander to easily cancel a single building without having to get rid of the whole queue and to have grids to make it easier to see what can be build where.
Grids would be nice, but it's easy enough to cancel one building. Just hold shift and right click on the building blue print.
I didn't know you could do that, I thought it was all or nothing.
Unless I've missed this too a key to select an engineer without jumping to them.
Oh, here's a small one that I keep forgetting to mention: When an opponent's Nexus is destroyed, for some reason, the units belonging to that player stop showing up on the radar even though they can still actively fire at you. Your blind-firing units will shoot back as though the radar were behaving normally but you can't personally see the orange radar signature for the targets anymore. It'd be nice if that was fixed (or changed to show the signatures of a defeated players' units and structures if it's not a bug).
3. Auto-repeat queuing unit production into a specific army and assigning the output of a factory to a specific army. Also having the option to put one/several factories and units/armies into the same control group (Ctrl+1...0) so that all units produced by these factories are also automatically assigned to that control group (and auto teleported if a factory is in the same control group with an army and this army has a teleport unit / ability) would be handy.
+1
I would like to add:
Toggle for 'Auto-rebuild army', where units lost in the army are automatically queued for construction.
+1 for army formations. It fits the macro theme of the game, and makes armies more useful.
Reworking the icons for better readability would also be nice, which I guess has already been mentioned on the forums quite a few times.
Allow units in factory build queues to be reordered by clicking on their icon, dragging it to a new position then releasing (another Supreme Commander feature available through the GAZ-UI mod which is now fully integrated into FAF). This is useful if you have built a build queue but an urgent threat requires a unit to be pushed to the front of the queue.
- For Armies and\or control groups to be assigned as unit building structure's rally point. Very surprised and disappointing this has not been added at this point. For me, the absence of, is almost game breaking. A simple selecting of structure or structure control group, then a right click on a unit control group at the top left UI is a no-brainier. A right click of just a control grouped unit would suffice as well. Perhaps the game was not coded to allow such a... "feature"? People make mistakes. Modders to the rescue? (or not?)
- Individual selecting of unit\s that are part of a formed army\control group and reassigning them to a different group then their current. Holding down the alt key would show what control group, that selected unit\s it\they is\are assigned to, just above them. Or alt would show all unit's group assignments, not just the ones selected. Another easy one (?)
- Yeah, different formations would be cool. Mostly, for me, a way to pack existing formation's units closer together. Or 3 forms: regular, half packed, full packed (no space between units). Slower movement would, kind of, be expected. When a formed army comes in contact with an obstruction then engages the enemy it F's everything up. Yes, proper maneuvering is key, but this not always possible. Especially in narrow passages. A.I. could auto organize itself better in these situations and others. Targeting of logical targets has been mentioned.
- Better performance, I have to restart, after starting, the game often because of stuttering. After a restart, its fine. starting the game from the shortcut or the steam tray icon makes a difference, i think. Patch 2.20 does it every time, so i have to un-opt. Iam using 980 ti sli (probably the culprit) and 6700K. Also i get crackling sound effects fairly often.
For a game that markets itself as a serious RTS for experienced players, with lots of units, these things really should be part and parcel. Now... people on this forum are quite a tough crowd to please, the vocal ones anyway, in some ways rightfully so. It shows people really care, attracts a certain crowd or are just dicks. But from my perspective the Devs do genuinely care. There really is a great game here, progress is being made. If the above things were added, this would be my favorite RTS ever, hands down. I'am not going to pretend i know how things work behind the seances and in the industry. Stardock is not as big as the biggest, or not yet. This isn't always a bad thing. It has limited resources and other games to work on. But maybe things were overlooked when it was coded, maybe modders can't add these things. I haven't found a definite answer. I haven't done extensive research in the forums.
Thanks!
im really happy with the changes that the opt in + the full balance mod brings. but would still be nice to minimize or reduce in size that name + avatar + power list, especially for the games with more players.
after that its difficult to say what else should come, but most of the points in the main thread look great.
u got it the third time around..
anyway wrt to things that were " over looked" i think as always people underestimate how much effort it takes to make a game, and to simply "allow specific factories" to produce units that join to a specific control group, or to change the production queues etc, takes time and effort to code.
everyone thinks their own idea is the most important "ah stardock this is quick and easy implement MY ADVISE FIRST" so unconsciously u are falling into the third category by assuming ur ideas should have been implemented..
i liked ur good ideas, and they will improve usability.. but in the meantime we were all supposed to be using army formations and producing units from there (making it even easier to manage an army than even ur bright ideas). factories were supposed to be producing units according to which factory will best fit the job and so forth.
but a lot of things didnt work out how they were supposed to. if formations are fixed and the factories produce like they should, then some of ur ideas wont be needed.. we werent even supposed to be manually operating factories..
better performance? ah u want money to grow from trees? or objects to appear out of nowhere? good ideas, and im sure SD will get there eventually... im sure SD is aware of them and will work on when they have the time..
Thanks for the suggestions everyone, there's been quite a few nice ones which I'll add to the list.
just adding the thoughts i posted on the other group:
why is the air marauder so big compared to the rampager?
why is the strat bomber so small compared to the harbinger? if anything the shield dependent unit should be smaller?
shouldnt the harby have an even greater ratio of shields to hp?
why is the strat bomber not much bigger than the hades?
why is the nemesis + athena so small compared to other cruisers? the brute has 10 times less hp and is almost the same size as the nemesis.
I would like to see "army" metaunit rework/fix. Now there is a limit on how many units can be formed in a single army. And if you assing 2 or more armies to a single command group, you cant actually manage those armies effectively. I would suggest to expand UI with army management (within command groups) to let us quickly gain access to every single army inside a command group. That would let us maintain more balanced armies, manage reinforcements, give more tactical commands to every army.
I'd love to see work done on unit AI in general.
Smarter combat behaviors.... maybe with some controls...
But stuff like... I send to a node, and my units start attacking the NEXT NEARBY node while they are at it... THIS MUST STOP.
Elsewhere, I've recommended the use an an "imperative" command... so if I "imperative" an attack on a node, the troop will smartly attack the node, and ignore most everything else until they achieve the objective that I have set.
But... other stuff too... medis rushing in to the front... changing speed of units (as is done in upcoming patch) is not same as making them "smarter" so they just "do the right and reasonable thing" and stay in the rear.
If this game is going to focus on the macro, then I need to be able to trust the units to maximize their own tactical maneuvering.
Right now... all rush in.. some fire...
Wouldn't it be nice if they could just take care of business on their own, assess the enemy, and move accordingly to optimize outcomes???!!!!
Gun down units in optimal order, not just fire willy nilly... etc.
Not just stand there while getting bombed, maybe retreat and scatter a bit, like in Starcraft 2.
I know some of this is dependent on user intelligence, but I do think this could be improved in general.
A lot.
Other than that.. MANY great ideas in OP.
Would love to see them all implemented.
I will love to see a Standalone Map Editor and Scenario Editor.If i go away and i don't have my main PC on me then it will be nice to create some new maps and scenarios and upload them without the need to have the game installed on that pc.
I know for you to create maps you need a very powerful Pc but who knows, maybe you can have some light versions of those editors.
Hi GG great to have you aboard! I really like these two changes.
Click to drag on structures will be so nice since the games I play are really big and I'll build a couple hundred quantum generators.
My Dad is color blind so he will love the color switch feature.
I'd like to suggest features that will make dreadnoughts more usable.
1) Make upgrading dreadnoughts easier. Upgrading the dreadnoughts manually when I have 50 of them is tedious as hell. Add the auto upgrade feature to multiplayer, and or give us the ability to add an upgrade template. We create an upgrade path for each dreadnought then the dreadnoughts will auto upgrade following the path we specified.
2) Make dreadnoughts able to army up. With builds that are heavy on dreadnoughts its hard to make them work together. We can bind them to one group e.g. group 1, but when they are fighting they do not stick together. They tend to wander off in random directions onto solo suicide missions. We should be able to have armies with multiple dreadnoughts so they fight together and more effectively. Simply make 1 of the dreadnoughts the leader of the army, then the rest are followers. Just like it's done when it's an all cruiser army.
Thanks,
Suggestion: Would it be possible to disable armies for Engineers? It useless and if you click too fast after PHC spawns an Engi Drop with Quanta, sometimes you have an army of Engineers.
Either way, if it's a bug or me being stupid: It's useless.
Engineers in an army build faster. If you want unarmy them use the b command.
Suggestion: Area commands. This is one of the things that Planetary Annihilation did really well in terms of ease of control.
If I actually want to use two Engineers on a building, I don't need them in an army. It just hinders the player in terms of possibilities.
I originally talked about a bug. If you spawn a new Engi with Quanta and immediately click on it to give commands, it sometimes makes an army of engineers. ALL of them!
Talking about it here is no use, I will do some further investigations on that.
Yes, don't use armies on engis in the first place, but no one could give me a proper use of that feature as well.
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